Quote:
Originally Posted by mehrunes_dagon
Quote:
Originally Posted by Globu
this a typo/gaffe? Should it be "#effect 10001"?
(Mehrunes_dagon, I suppose you could, as a quick test, change the effect to 10001 and see if that makes it work.)
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Thanks, Globu, it worked. Got 11 Yeti in 1 call.
#10-2+3=11. fine
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Quote:
Originally Posted by Globu
Ah, good. Glad that works.
11 yetis... that seems pretty potent. Let me know your impressions on whether it seems excessive in-play.
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Played the game to the final stage (against mighty AI). Got nearly killed at the beginning, due to low income of money and gems.
I like no-upkeep troops but most Shangri-La summons cost money. The only exception IMHO are Klu and Yetis.
Globu, why Klu mages are free, but undead and demon summoned infantry is not? I suggest that demons/undead should cost no money but bring unrest and/or eat population.
And why no difference between two forms of Klu? Judging by description, human form should at least travel faster. But the only difference i noticed is lack of boots slot on serpent form.
I suggest that human form be made faster, not cold-blooded, and unable to go underwater.
In general this nation is interesting to play. It does not look overpowered, though has full magic coverage and powerful priests.
Crowds of yeti are good against most middle-era nations, but the problem is to survive the beginning with 9 water dormant pretender and lucky scales, and find enough water gems.
With construction 6, evocation 4 and conjuration 6, and some earth and air gems, crowd of thunder-striking theurangs is a win.
With scales set to easy win later in the game, surviving debut is difficult. So playing this nation is interesting.